import pygame
import random

# 游戏窗口区域(矩形区域)
SCREEN_RECT = pygame.Rect(0,0,480,700)
FRAME_INTERVAL = 10

HERO_BOMB_COUNT = 3
# 英雄默认初始位置
HERO_DEFAULT_MID_BOTTOM = (SCREEN_RECT.centerx,SCREEN_RECT.bottom -90)

HERO_DEAD_EVENT = pygame.USEREVENT
HERO_POWER_OFF_EVENT = pygame.USEREVENT + 1
HERO_FIRE_EVENT = pygame.USEREVENT + 2

THROW_SUPPLY_EVENT = pygame.USEREVENT + 3
BULLET_ENHANCED_OFF_EVENT = pygame.USEREVENT + 4

class GameSprite(pygame.sprite.Sprite):
    """游戏精灵类"""
    res_path = "./res/images/"
    def __init__(self,image_name,speed,*groups):
        """构造方法
        :param image_name:要加载的图片文件名
        :param speed: 移动速度,0表示静止
        :param groups:要添加到精灵组，不传则不添加
        """
        
        super().__init__(*groups)
        self.image = pygame.image.load(self.res_path + image_name)
        self.rect = self.image.get_rect()
        self.speed = speed
        #图像遮盖
        self.mask = pygame.mask.from_surface(self.image)
        
    def update(self,*args):
        """更新精灵位置，默认在垂直方向移动"""
        self.rect.y +=self.speed

class Background(GameSprite):
    """背景精灵类"""
    def __init__(self,is_alt,*groups ):
        super().__init__("background.png",1,*groups)
        if is_alt:
            self.rect.y = -self.rect.h
            
    def update(self, *args):
        super().update(*args)
        if self.rect.y >= self.rect.h:
            self.rect.y = -self.rect.h
            
class StatusButton(GameSprite):
    """状态按钮类"""
    def __init__(self, image_names,  *groups):
        """状态按钮类"""
        #调用父类方法实现精灵的创建
        super().__init__(image_names[0], 0, *groups)
        #加载图像
        self.images = [pygame.image.load(self.res_path + name)for name in image_names]
    def switch_status(self,is_pause):
        self.image = self.images[1 if is_pause else 0]
        
        
class Label(pygame.sprite.Sprite):
    """文本标签精灵"""
    font_path = "./res/font/MarkerFelt.ttc"
    
    def __init__(self,text,size,color,*groups):
        """初始化方法"""
        super().__init__(*groups)
        
        self.font = pygame.font.Font(self.font_path,size)
        self.color = color
        self.image = self.font.render(text,True,self.color)
        self.rect = self.image.get_rect()
        
    def set_text(self,text):
        """设置文本，使用指定的文本重新渲染 image,并更新 rect"""
        self.image = self.font.render(text,True,self.color)
        self.rect = self.image.get_rect()
        
        
class Plane(GameSprite):
    """飞机类"""
    def __init__(self, hp,speed,value,wav_name,
                 normal_names,hurt_name,destroy_names,*groups):
        super().__init__(normal_names[0], speed, *groups)
        #飞机属性
        self.hp = hp
        self.max_hp = hp
        self.value = value
        self.wav_name = wav_name
        #图像属性
        #正常图像列表及索引
        self.normal_images = [pygame.image.load(self.res_path + name)for name in normal_names]
        self.normal_index = 0
        #受伤图像
        self.hurt_image = pygame.image.load(self.res_path + hurt_name)
        #被摧毁图像列表及索引
        self.destroy_images = [pygame.image.load(self.res_path + name)for name in destroy_names]
        self.destroy_index = 0
        

        
    def reset_plane(self):
        """重置飞机"""
        self.hp = self.max_hp
        self.normal_index = 0
        self.destroy_index = 0
        self.image = self.normal_images[0]
    
        
    def update(self, *args):
        if not args[0]:
            return
        #判断飞机状态
        if self.hp == self.max_hp:
            self.image = self.normal_images[self.normal_index]
            count =len(self.normal_images)
            self.normal_index = (self.normal_index + 1) % count
        elif self.hp >0:
            self.image =self.hurt_image
        else:
            #判断是否显示到最后一张图像，如果是说明飞机完全被摧毁
            if self.destroy_index < len(self.destroy_images):
                self.image = self.destroy_images[self.destroy_index]
                self.destroy_index +=1
            else:
                self.reset_plane()
                
                
                
class Enemy(Plane):
    """敌机类"""
    def __init__(self,kind,max_speed,*groups):
        """敌机类"""
        #记录敌机类型和最大速度
        self.kind = kind
        self.max_speed = max_speed
        #根据类型调用父类方法传递不同参数
        if kind == 0:
            super().__init__(1,1,1000,"enemy1_down.wav",
                             ["enemy1.png"],
                             "enemy1.png",
                             ["enemy1_down%d.png" % i for i in range(1,5)],
                             *groups)
        elif kind == 1:
            super().__init__(6,1,6000,"enemy2_down.wav",
                             ["enemy2.png"],
                             "enemy2_hit.png",
                             ["enemy2_down%d.png" % i for i in range(1,5)],
                             *groups) 
            
        else:
           super().__init__(15,1,15000,"enemy3_down.wav",
                             ["enemy3_n1.png","enemy3_n2.png"],
                             "enemy3_hit.png",
                             ["enemy3_down%d.png" % i for i in range(1,7)],
                             *groups) 
           
        #调用重置飞机方法，设置敌机初始位置和速度
        self.reset_plane()
    def reset_plane(self):
        """重置飞机"""
        super().reset_plane()
        #设置初始随机位置和速度
        x = random.randint(0,SCREEN_RECT.w - self.rect.w)
        y = random.randint(0,SCREEN_RECT.h - self.rect.h) - SCREEN_RECT.h
        self.rect.topleft = (x,y)
        self.speed = random.randint(1, self.max_speed)
        
    def update(self, *args):
        """更新图像和位置"""
        #调用父类方法更新飞机图像-注意args需要拆包
        super().update(*args)
        #判断敌机是否被摧毁
        if self.hp > 0:
            self.rect.y += self.speed
        #判断是否飞出屏幕
        if self.rect.y >=SCREEN_RECT.h:
            self.reset_plane()
            
            
class Hero(Plane):
    """英雄类"""
    def __init__(self, *groups):
        super().__init__(1000,5,0,"me_down.wav",
                         ["me%d.png" % i for i in range(1,3)],
                         "me1.png",
                         ["me_destroy_%d.png" % i for i in range(1,5)],
                         *groups)
        
        self.is_power = False
        self.bomb_count = HERO_BOMB_COUNT
        self.bullets_kind = 0
        self.bullets_group = pygame.sprite.Group()
        #初始位置
        self.rect.midbottom = HERO_DEFAULT_MID_BOTTOM
        #设置0.2秒发射子弹事件
        pygame.time.set_timer(HERO_FIRE_EVENT, 120)
        
        
    def update(self,*args):
        #调用父类方法更新飞机图像
        super().update(*args)
        #如果没有传递方法基数或者英雄被撞毁，直接返回
        if len(args) != 3 or self.hp <= 0:
            return
        #调整水平移动距离
        self.rect.x += args[1] *self.speed
        self.rect.y += args[2] *self.speed
        #限定在游戏窗口内部移动
        self.rect.x = 0 if self.rect.x < 0 else self.rect.x
        if self.rect.right > SCREEN_RECT.right:
            self.rect.right = SCREEN_RECT.right
        self.rect.y = 0 if self.rect.y < 0 else self.rect.y
        if self.rect.bottom > SCREEN_RECT.bottom:
            self.rect.bottom = SCREEN_RECT.bottom
            
            
    
    def blowup(self,enemies_group):
        """引爆炸弹"""
        #如果没有足够数量的炸弹或者英雄被撞毁，直接返回
        if self.bomb_count <= 0 or self.hp <= 0:
            return 0
        self.bomb_count -= 1
        score = 0
        count = 0
        #遍历敌机精灵组，将游戏窗口内的敌机引爆
        for enemy in enemies_group.sprites():
            #判断敌机是否进入游戏窗口
            if enemy.rect.bottom >0:
                score += enemy.value
                count += 1
                enemy.hp = 0
        print("炸毁了 %d 架敌机，得分 %d"%(count,score))
        return score
    
    
    def reset_plane(self):
        """重置英雄"""
        super().reset_plane()
        self.is_power =True
        self.bomb_count = HERO_BOMB_COUNT
        self.bullets_kind = 0
        #发布英雄牺牲事件
        pygame.event.post(pygame.event.Event(HERO_DEAD_EVENT))
        #设置3秒之后取消无敌定时器事件
        pygame.time.set_timer(HERO_POWER_OFF_EVENT, 3000)
        
        
    def fire(self, display_group):
        """发射子弹"""
        #需要将子弹精灵添加到两个精灵组
        groups = (self.bullets_group,display_group)
        #测试子弹增强效果
        #self.bullets_kind = 1
        
        for i in range(3):
            #创建子弹精灵
            bullet1 = Bullet(self.bullets_kind, *groups)
            #计算子弹的垂直位置
            y = self.rect.y - i * 15
            #判断子弹类型
            if self.bullets_kind == 0:
                bullet1.rect.midbottom = (self.rect.centerx,y)
            else:
                bullet1.rect.midbottom = (self.rect.centerx - 20, y)
            #再创建一颗子弹
                bullet2 = Bullet(self.bullets_kind, *groups)
                bullet2.rect.midbottom = (self.rect.centerx + 20 ,y)
        
        
class Bullet(GameSprite):
    """子弹类"""
    def __init__(self, kind, *groups):
        image_name = "bullet1.png" if kind == 0 else "bullet2.png"
        super().__init__(image_name,-12, *groups)
        self.damage = 1
    def update(self, *args):
        super().update(*args)
        #判断是否从上方飞出窗口
        if self.rect.bottom < 0:
            self.kill



class Supply(GameSprite):
    """道具类"""
    def __init__(self, kind, *groups):
        #调用父类
        image_name = "%s_supply.png" % ("bomb" if kind == 0 else "bullet")
        super().__init__(image_name, 5, *groups)
        #道具类型
        self.kind = kind
        #音频文件名
        self.wav_name = "get_%s.wav" % ("bomb"  if kind == 0 else "bullet")
        #初始位置
        self.rect.y = SCREEN_RECT.h
    def throw_supply(self):
        """投放道具"""
        self.rect.bottom = 0
        self.rect.x = random.randint(0,SCREEN_RECT.w -self.rect.w)
    def update(self, *args):
        if self.rect.h > SCREEN_RECT.h:
            return
        super().update(*args)